Character

Possessor Bonus Class 1.5.4

Items Vault 1.5.0

Better Item Description 1.5.5

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Killed by orc necromancer at level 22 on the 2nd Gold 123rd year of Ascendancy at 02:50
Killed by elven cultist at level 27 on the 18th Stralite 123rd year of Ascendancy at 04:05
Killed by elven cultist at level 28 on the 22nd Stralite 123rd year of Ascendancy at 23:43

3 / 3

Antimagic

Follower

Primary Stats

Strength

20 (base 16)

Dexterity

11 (base 11)

Constitution

31 (base 28)

Magic

9 (base 11)

Willpower

72 (base 39)

Cunning

63 (base 48)

Resources

Life

796/796

Equilibrium

0

Psi

162/162

Healing Factor

1.4567164179104

Regeneration

4.0059701492536

Speed

Mental

0%

Attack

0%

Movement

-66.666666666667%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

4

Infravision

5

See Stealth

52.141571790036

See Invisible

52.141571790036

Offense: Mainhand

Damage

27

Accuracy

44

Crit Chance

26%

APR

32

Speed

1.00

Offense: Offhand

Damage

19

Accuracy

44

Crit Chance

26%

APR

18

Speed

1.00

Offense: Spell

Spellpower

9

Crit Chance

17%

Speed

1

Offense: Mind

Mindpower

55

Crit Chance

29%

Speed

1

Offense: Damage Bonus

Acid

+9%

Nature

+25%

Temporal

+3%

Cold

+30%

Lightning

+15%

Fire

+20%

All

0%

Offense: Damage Penetration

Lightning

+15%

Fire

+12%

Mind

+10%

Cold

+22%

Nature

+15%

Defense: Base

Armour (hardiness)

47 (30%)

Defense

17

Ranged Defense

20

Fatigue

11

Physical Save

44

Spell Save

53

Mental Save

56

Defense: Resistances

Nature

+ 25%( 70%)

Acid

+ 16%( 70%)

Cold

+ 42%( 70%)

Temporal

+ 7%( 70%)

Mind

+ 16%( 70%)

Lightning

+ 27%( 70%)

Fire

+ 31%( 70%)

All

+ 4%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Disarm Resistance

41%

Bleed Resistance

40%

Knockback Resistance

53%

Stun Resistance

20%

Pinning Resistance

55%

Poison Resistance

20%

Blind Resistance

100%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.

Class Talents

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 3Range: 5Cooldown: 15Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a War Hound for 13 turns to attack your foes. War hounds are good basic melee attackers.
It will get 165 Strength, 165 Dexterity and 27 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower.

War Hound

5/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Jelly for 11 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 56 Constitution and 13 Strength.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution stat will increase with your Mindpower.

Jelly

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 10Range: 5Cooldown: 15Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Minotaur for 10 turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get 182 Strength, 34 Constitution and 146 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower.

Minotaur

5/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 15Range: 5Cooldown: 20Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Stone Golem for 13 turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
It will get 165 Strength, 34 Constitution and 158 Dexterity.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Dexterity will increase with your Mindpower.

Effective talent level: 1.3Use mode: PassiveDescription: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in a radius
- Hydra: Generates a cloud of lingering poison
- Rimebark: Reduce cold resistance of all foes in a radius
- Fire Drake: Appears with 1 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in a radius
- Jelly: Reduce nature resistance of all foes in a radius
- Minotaur: Reduces movement speed of all foes in a radius
- Stone Golem: Dazes all foes in a radius
- Turtle: Heals all friendly targets in a radius
- Spider: The spider is so hideous that foes around it are repelled
Radius for effects is 1, and the duration of each lasting effect is 5 turns.
The effects improve with your Willpower.

Grand Arrival

1/5

Effective talent level: 1.3Use mode: PassiveDescription: While Master Summoner is active, each new summon will reduce the remaining cooldown of Rage, Detonate and Wild Summon.
50% chance to reduce them by 1.

Nature's Cycle

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 9Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: For 1 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and armour penetration
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
- Minotaur: Can rush toward its target
- Stone Golem: Melee blows can deal a small area of effect damage
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used.

Wild Summon

1/5

Wild-gift / Summoning (distance)

1.30

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Ritch Flamespitter for 11 turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar.
It will get 45 Willpower, 41 Cunning and 22 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 8Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Rimebark for 11 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 45 Willpower, 39 Cunning and 22 Constitution.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.

Rimebark

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 15Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Fire Drake for 10 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath.
It will get 152 Strength, 135 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower.

Fire Drake

5/5

Wild-gift / Summoning (augmentation)

1.30

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Induces a killing rage in one of your summons, increasing all its stats by 10 for 10 turns.

Rage

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Destroys one of your summons, making it detonate in radius of 4.
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
In addition, a random summon will come off cooldown.
Hostile effects will not hit you or your other summons.
The effects improve with your Willpower.

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a mind power and a summon powerDescription: Summon a Turtle for 10 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 27 Constitution, 10 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower.

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You focus yourself on nature, allowing you to summon creatures much faster (136% of a normal summon time) and with no chance to fail from high equilibrium for 1 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1.

Frantic Summoning

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Allows you to take direct control of any of your summons.
The summons will appear on the interface; a simple click on them will let you switch control.
You can also press control+tab to switch.
When taking control, your summon has its lifetime increased by 5 turns, and it takes 0% less damage.
The damage reduction is based on your Cunning.

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 6 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect, it can happen while already active.

Stoneskin

1/5

Effective talent level: 2.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 78 gold, up to +22. (currently +22)

Power is Money

2/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle.
Works up to 3 grids away (increases with Constitution and talent level).

Stone Walking

1/5

Cunning / Survival

1.00

Effective talent level: 1.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 37, and you gain the ability to detect traps (+30 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by 10%.
In addition your knowledge of devices allows you to disarm known traps (35 disarm 'power', improves with Cunning).

Device Mastery

1/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 22 for 4 turns.
The radius will increase with your Cunning.

Track

1/5

Effective talent level: 4.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+27 detect 'power').
Attacks against you have a 4.3% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 22%.
You also gain an additional chance (at your normal save -12, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Wild-gift / Call of the wild

1.20

Effective talent level: 1.2Use mode: SustainedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, you regenerate 7 equilibrium per turn, your Mental Save is increased by 19, and your healing factor increases by 16%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 0.50 equilibrium per turn.
The effects will increase with your Mindpower.

Meditation

1/5

Effective talent level: 6.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 448 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

5/5

Effective talent level: 1.2Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 7.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3.

Effective talent level: 1.1Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 6 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 18 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower.

Waters of Life

1/5

Effective talent level: 1.1Use mode: SustainedSustain equilibrium cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +17% global speed
Cold: +5 Armour
Lightning: +1 to all stats
Acid: +7.20 life regen
Nature: +7% to all resists

Effective talent level: 1.1Use mode: ActivatedEquilibrium cost: 24Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: A wave of natural energies flow around you in a radius of 2. All creatures in the area will be affected by the Healing Nexus effect for 4 turns.
On you, this effect causes each heal received to restore 5 equilibrium and be 141% effective.
On other creatures, all healing is intercepted and redirected to you at 41% efficiency.
Only direct healing (not normal regeneration) is affected.

Healing Nexus

1/5

Wild-gift / Antimagic

1.00

Effective talent level: 1.0Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 13% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 1.29 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 2 turns all those affected in a radius of 1, including the user.
For each creature affected your equilibrium is reduced by 0 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 7 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 3.70 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 33 mana, 17 vim, 8 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 1 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

active

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You failed to protect the lone alchemist from death by Velunor the bee swarm.

Escort: lone alchemist (level 3 of Norgos Lair)

failed

You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.
As a reward you improved spell save by +4.

Escort: lone alchemist (level 4 of Old Forest)

done

You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell.
As a reward you improved spell save by +4.

Escort: lone alchemist (level 8 of Dreadfell)

done

You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell.
As a reward you improved Willpower by +2.

Escort: lost sun paladin (level 1 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.
As a reward you improved talent Track (+1 level(s)).

Escort: repented thief (level 2 of Norgos Lair)

done

You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell.
As a reward you improved Willpower by +2.

Escort: worried loremaster (level 5 of Dreadfell)

done

You failed to protect the worried loremaster from death by orc corruptor.

Escort: worried loremaster (level 6 of Dreadfell)

failed

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

active

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* The fortress shadow has asked that you come back as soon as possible.* The fortress shadow has asked that you come back as soon as possible.

The fortress's current energy level is: 85.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed pouch of luminous horror dust. * You've found the needed sandworm tooth.
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You failed to protect her when escorting her out of the crypt.

The Sect of Kryl-Feijan

failed

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Earth's Eyes:Level 2.4Pwr.cost 32 out of 35/35.Range melee/personalTravel.spd instantaneousIs a nature gift
a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 9.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.

This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.

Sleep:Level 3.0Pwr.cost 18 out of 25/25.Range 7Travel.spd instantaneousIs a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Heal:Puts all charms on 32 cooldownLevel 3.0Pwr.cost 32 out of 35/35.Range melee/personalTravel.spd instantaneousIs a nature giftDescription: Imbues your body with natural energies, healing for 345 life.
The life healed will increase with your Mindpower.

Inventory

When inscribed on your body:Level 0.0Use mode ActivatedRange 6Cooldown 14Travel.spd instantaneousUsage Speed Spell (100% of a turn)Is a spellDescription: Inflicts 451.14temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.Inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Steady Shot:Level 2.0Pwr.cost 8 out of 8/8.Range melee/personalTravel.spd instantaneousDescription: Fire a steady shot, doing 151% damage with a 24% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).

This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.

Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Stone Wall:Level 1.0Pwr.cost 54 out of 60/60.Range melee/personalTravel.spd instantaneousIs a spellDescription: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 34.82physical damage.
Duration and damage will improve with your Spellpower.

Evasion: (Instant)Puts all charms on 27 cooldownLevel 4.0Pwr.cost 27 out of 30/30.Range melee/personalTravel.spd instantaneousDescription: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 9 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.

Wormhole:Level 1.0Pwr.cost 14 out of 15/15.Range 10Travel.spd instantaneousIs a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

This fez once belonged to a traveler; it always seems to be found lying around in odd locations.Fezzes are cool.

Recall the user to the worldmap after 40 turns.Uses 182 power out of 400/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (2/2)

Transmogrification Chest 2.0
sher'tul chest[Plot Item]Unknown

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By WOO MINIONS the Dwarf Summoner level 2325th Gold 123rd year of Ascendancy at 07:00see stats

Level 10Got a character to level 10.
By WOO MINIONS the Dwarf Summoner level 105th Profit 122nd year of Ascendancy at 16:39see stats

Level 20Got a character to level 20.
By WOO MINIONS the Dwarf Summoner level 2015th Shortage 122nd year of Ascendancy at 21:21see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By WOO MINIONS the Dwarf Summoner level 1038th Profit 122nd year of Ascendancy at 02:58see stats

Size mattersDid over 600 damage in one attack.
By WOO MINIONS the Dwarf Summoner level 222nd Gold 123rd year of Ascendancy at 06:54see stats